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Role Playing Games / Re: Savage Worlds RPG Information
« Last post by vripley on April 16, 2019, 12:35:40 PM »
PEG released a conversion guide from Deluxe to SWADE. And, it is all-encompassing and well written. I'm excited to start diving into potential settings conversions! Get a copy of the 54 page guide here.

https://www.peginc.com/store/conversion-notes-deluxe-to-adventure-edition-swd-to-swade
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Role Playing Games / Fantasy Grounds Con 14
« Last post by vripley on April 10, 2019, 07:15:16 PM »
FG Con 14 Powered by Fantasy Grounds
Don't miss this fun event!
April 12 to 14, 2019 Games for One, Games for All!

FG Con is coming up on this week! There is plenty of room for more GMs and more Players. Check out the current event list and get signed up! FG Con 14 is an online virtual RPG convention in April. Join us for a long weekend of great RPG gaming. Tons of games to play: D&D, Pathfinder, Starfinder, Trail of Cthulhu, Savage Worlds, Pulp Action, Call of Cthulhu and much more.

FG Con is totally free to play. All games are run on the Fantasy Grounds Virtual Table Top. SmiteWorks upgrades all standard GM licenses to Ultimate for the duration of FG Con so players can participate with a free/demo license!

We are recruiting for new GMs to run events at FG Con. Send us an email to team@fg-con.com and we will help you get started.

Want more details? Check the forum thread!
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Fitness / Re: Workout Routines
« Last post by vripley on April 09, 2019, 10:55:36 AM »
Following my periodization rules, I recently switched to a standard Pull, Push, Legs hypertrophy routine. Because I run and ride, I only do legs one day... However, I do throw a deadlift (the best movement) into one of my Pull days. My routine looks like this:

Mon: Pull 1 (includes deadlift)
Tue: Push 1
Wed: Legs
Thu: Pull 2 (a little different from Mon)
Fri: Push 2 (different from Push 1)

Each daily weight lifting routine has four compound exercises (3 sets of each) and I keep it inside of 30 minutes, including about 2 minutes rest between sets (for hypertrophy).

My next periodization will be Wendler's 5/3/1 strength workout.
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Role Playing Games / Re: Fantasy Grounds Unity
« Last post by vripley on April 05, 2019, 06:17:45 PM »
The Fantasy Grounds team did a live stream today about the upcoming Unity release... You can watch it here:

Watch RERUNS --- Fantasy Grounds Fridays from fantasygrounds on www.twitch.tv
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Role Playing Games / Fantasy Grounds Unity
« Last post by vripley on April 03, 2019, 07:01:44 PM »
Super exciting news from Fantasy Grounds! They will be launching a Kickstarter for Fantasy Grounds Unity on May 1, 2019!

Check this bad boy out:

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Role Playing Games / Re: Fire! Help! Fire!!!!
« Last post by vripley on March 31, 2019, 06:46:48 PM »
This part confused me before when you were explaining it, and still confuses me now:
Quote
The Power Elemental Manipulation (with Water Trappings) only makes a quart of water and will reduce the level of a fire by d4-3. Note: every raise modifies the roll by +1, e.g. 4 raises (which costs 5 PP) would reduce the fire level by d4+1.

I think you mean to say 'ace' when you said 'raise'. An ace is the top roll for the die, while a raise is 4 over the TN. But the confusing part is when you say 'costs 5 PP', are you saying that I can buy raises to my casting or damage roll for power points? When is that rule? My understanding was that any action roll could only benefit from a single raise. In the case of Elemental Manipulation, it states that the element would act with a d8 strength instead of a the normal d6 strength.
I meant raise. I know that Elemental Manipulation doesn't specifically say you can create more water for a raise, but it does say, "The power acts as if it has a d6
Strength, or d8 with a raise." Since the strength goes up 1 die, I thought if you were focusing your raise on quantity instead, that should work too. So, I figured, you could boost your Power Points . Sort of made sense in my mind.
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Role Playing Games / Re: Fire! Help! Fire!!!!
« Last post by Paul on March 31, 2019, 03:10:12 PM »
This part confused me before when you were explaining it, and still confuses me now:
Quote
The Power Elemental Manipulation (with Water Trappings) only makes a quart of water and will reduce the level of a fire by d4-3. Note: every raise modifies the roll by +1, e.g. 4 raises (which costs 5 PP) would reduce the fire level by d4+1.

I think you mean to say 'ace' when you said 'raise'. An ace is the top roll for the die, while a raise is 4 over the TN. But the confusing part is when you say 'costs 5 PP', are you saying that I can buy raises to my casting or damage roll for power points? When is that rule? My understanding was that any action roll could only benefit from a single raise. In the case of Elemental Manipulation, it states that the element would act with a d8 strength instead of a the normal d6 strength.
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Role Playing Games / Re: Fire! Help! Fire!!!!
« Last post by vripley on March 31, 2019, 01:48:13 PM »
Here's the latest fire fighting rule-set, with SWADE Action Card effect table and a few other adjustments...
https://www.dropbox.com/s/dimi9oxic27vdi5/SWADE_Fire_Rules_Adaption.pdf?dl=0
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Role Playing Games / Re: Fire! Help! Fire!!!!
« Last post by vripley on March 29, 2019, 06:36:19 PM »
Yeah, I like the idea of card influencing the fire behavior as a group. It seems weird to me that getting next to a fire should make that particular fire do something it wouldn't have otherwise done (other than burning or otherwise effecting me). How about something like:
  • Joker: Building starts to collapse completely. Players need to exit immediately, agility checks required by all players or take 2d4 from falling debris. This continues until the building has fallen, or all players exit.
  • Ace: Flashover - add 1d6 additional fires, and all players in building take 2d4 damage.
  • King: Explosion: Something in building explodes causing 2d6 damage to nearby players and 1d4 additional level 1 fires.
  • Queen: Major falling debris: 1d6 random areas blocked. Roll a d4 for each player individually to determine if they are potentially affected - those that roll a 1 must make agility checks or suffer 2d4 damage. If above the ground floor, 1/3 chance (1 or 2 on a d6) that the floor collapses leaving a hole, and player falls through if they failed agility check.
  • Jack: Thick smoke: all players must make their vigor roll at -2 this round.
  • 10: Fast fire: Fire growth rate increased this turn (growth of d6 instead of d4-1).
  • 9: Minor falling debris: Debris falls, blocking paths in 1d4 random locations (not on a player). If above the ground floor, 1/3 chance (1 or 2 on a d6) that the floor collapses leaving a hole.
  • 5,6,7 or 8: No additional effects.
  • 4: Slow growth: Fires growth reduced by 1 this turn (growth of d4-2 instead of d4-1).
  • 3: No growth: Fires do not increase in size this turn.
  • 2: Burn out: Decrease the size of all fire by 1 and do not grow this turn.
club suit effects (combined with the above)
  • club: Dousing damage is at -1 penalty this round.
  • diamond: Dousing damage is at +1 bonus this round.
  • heart or spade: Normal.
Fantastic! I'll start working on the effects table and see if we need to do any tweaks.
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Role Playing Games / Re: Fire! Help! Fire!!!!
« Last post by Paul on March 29, 2019, 05:51:16 PM »
I think that a fire that is over six would only start a fire on an adjacent square that does not already have a fire on it. 
Sure, but there are 7 non-lit spaces around a level 6 fire that has sprouted one fire already, so it will keep growing fast under the original rules (where each fire increases by 1 each turn)
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